Serious games for upper limb rehabilitation after stroke: a meta-analysis

被引:81
作者
Doumas, Ioannis [1 ,2 ,3 ]
Everard, Gauthier [1 ,3 ]
Dehem, Stephanie [1 ,2 ,3 ]
Lejeune, Thierry [1 ,2 ,3 ]
机构
[1] Catholic Univ Louvain, Inst Rech Expt & Clin, Neuro Musculo Skeletal Lab NMSK, Sect Sci Sante, Ave Mounier 53, B-1200 Brussels, Belgium
[2] Clin Univ St Luc, Serv Med Phys & Readaptat, Ave Hippocrate 10, B-1200 Brussels, Belgium
[3] Catholic Univ Louvain, Louvain Bion, B-1348 Louvain La Neuve, Belgium
关键词
Stroke; Upper extremity; Serious games; Virtual reality; Robotics; UPPER EXTREMITY FUNCTION; QUALITY-OF-LIFE; REALITY-BASED REHABILITATION; ROBOT-ASSISTED THERAPY; VIRTUAL-REALITY; MOTOR RECOVERY; ARM FUNCTION; POST-STROKE; MULTICENTER; HEALTH;
D O I
10.1186/s12984-021-00889-1
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Background Approximately two thirds of stroke survivors maintain upper limb (UL) impairments and few among them attain complete UL recovery 6 months after stroke. Technological progress and gamification of interventions aim for better outcomes and constitute opportunities in self- and tele-rehabilitation. Objectives Our objective was to assess the efficacy of serious games, implemented on diverse technological systems, targeting UL recovery after stroke. In addition, we investigated whether adherence to neurorehabilitation principles influenced efficacy of games specifically designed for rehabilitation, regardless of the device used. Method This systematic review was conducted according to PRISMA guidelines (PROSPERO registration number: 156589). Two independent reviewers searched PubMed, EMBASE, SCOPUS and Cochrane Central Register of Controlled Trials for eligible randomized controlled trials (PEDro score >= 5). Meta-analysis, using a random effects model, was performed to compare effects of interventions using serious games, to conventional treatment, for UL rehabilitation in adult stroke patients. In addition, we conducted subgroup analysis, according to adherence of included studies to a consolidated set of 11 neurorehabilitation principles. Results Meta-analysis of 42 trials, including 1760 participants, showed better improvements in favor of interventions using serious games when compared to conventional therapies, regarding UL function (SMD = 0.47; 95% CI = 0.24 to 0.70; P < 0.0001), activity (SMD = 0.25; 95% CI = 0.05 to 0.46; P = 0.02) and participation (SMD = 0.66; 95% CI = 0.29 to 1.03; P = 0.0005). Additionally, long term effect retention was observed for UL function (SMD = 0.42; 95% CI = 0.05 to 0.79; P = 0.03). Interventions using serious games that complied with at least 8 neurorehabilitation principles showed better overall effects. Although heterogeneity levels remained moderate, results were little affected by changes in methods or outliers indicating robustness. Conclusion This meta-analysis showed that rehabilitation through serious games, targeting UL recovery after stroke, leads to better improvements, compared to conventional treatment, in three ICF-WHO components. Irrespective of the technological device used, higher adherence to a consolidated set of neurorehabilitation principles enhances efficacy of serious games. Future development of stroke-specific rehabilitation interventions should further take into consideration the consolidated set of neurorehabilitation principles.
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页数:16
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